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Re: Aum48 [Re: George] #47135
06/04/05 21:59
06/04/05 21:59
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Grimber Offline
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"An easy way to solve the problem would be to animate the sword and the player together, and then to save them as separate models"

I got one, but its Absolutly horrible to look at I don't even know why i keep it, its the first humanoid model i made. It has a sword and shiled animated to the models aniamtions. so you just need a vec_set(x x) vec_set( pan pan) and sync the animation frames

( he drops the sword in death animation sword goes flopping backwards over his shoulder to stick in the ground )

actualy the mesh isn't bad now that i look at it ( not great either), just the skin is terrible, and the animation frames need fixing because i mess up several vertexs ( somehow got ones didn;t intend to grab and they realy get moved bad)

animated for stand, walk, run, death, attack, jump, swim.started on a duck aniamtion but looks like I gave up there

if you want it i could try redoing the skin and fixing the animations ( hehe unless you wanted to do that )




Re: Aum48 [Re: Grimber] #47136
06/05/05 19:00
06/05/05 19:00
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Hi Grimber,

Thank you for the generous offer. I was thinking to get a free quake model that has the needed animations from the net, but if I won't be able to find one I'll definitely ask for your help.

Re: Aum48 [Re: George] #47137
06/05/05 21:37
06/05/05 21:37
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Quote:

I plan to update the sword combat script sometime in the future; I'd need a warrior model with a separate sword first. An easy way to solve the problem would be to animate the sword and the player together, and then to save them as separate models. That's how the guard model from Morrowing works and most of its associated code should work fine for your project.




I believe the old sword code's major problem was that it was dificult to manage exactly how much damage was done and there there was a lot of traces done. Maybe a scan cone or do a trace at two points like venture did. I haven't tested these methods out but those have been my thoughts on the subject.


Optimism is an occupational hazard of programming: feedback is the treament.
Kent Beck
Re: Aum48 [Re: Wade_Adams] #47138
06/06/05 00:21
06/06/05 00:21
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ive tried a few things a while back on a melee combat. Best i found was just totaly ignore trying to utalize an actual collision system aspect.

Instead just useing a simple vec_dist for a min distance check and if attacking entity is facing in a particular arc angle to the target an attack can be made ( animation )

then just fall back on a mechanical RPG system to calculate a % chance to hit based on character level, stats and modifiers vs target level, stats, armor. doing the check 'to-hit; once per animation cycle then will solve the major problems

Re: Aum48 [Re: Grimber] #47139
06/06/05 00:52
06/06/05 00:52
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Believe it or not I did do something simliar to that for a turn based system I was tweaking around with, but in my case the attacker was always pointed the correct way and I knew ahead of time which enemy I was attacking.


Optimism is an occupational hazard of programming: feedback is the treament.
Kent Beck
Re: Aum48 [Re: Nems] #47140
06/06/05 01:34
06/06/05 01:34
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Great.I am going to download it now

Re: Aum48 [Re: Darko] #47141
06/06/05 12:10
06/06/05 12:10
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Bucharest, Romania
George Offline OP

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Another idea would be to check the position of a few key vertices on the sword; if you have set a few key vertices on the enemy model as well, you could even create damage depending on the body part that was injured. A few simple vec_dist instructions would do the job.

Re: Aum48 [Re: George] #47142
06/21/05 22:47
06/21/05 22:47
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Wellington
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Hello George,
I have been seeking to implement the mesh deformation from AUM 8 and whilst it works to a certain degree, there are some areas I would like to see clarifed.
For instance;
The deformation as shown in the AUM8 article works only on a terrain size you have demonstrated on.
Any variations in terrain size will return random results (it either will deform or wont, it will deform away from impact point etc.)
I have kept within the scope of the formulae like inputing the correct vertices count per terrain and played with the other number variables but cant get an acurate deformation at point of impact so I keep to the size your test terrain is.
Secondly, it seems that deformation is a visual effect only as I cannot get my player to enter into the cratered areas at all, it justs rides up over a ghost (or the original terrain)surface.
Have tried both c_move and ent_move, no differrence.

I am seeking to build a clone type "Scorched Earth" game and would really like some help on this one.

My question is, can you give another project example of terrain/model deformation article for A6 pleas,e seeking to resolve the above issues?.
Thanks.

*Edit
Discovered that by using 'normal' (vec_to_angle(my.pan, normal);) the ghost prob dissapears but cannot yet implement it correctly. All knids of crazy things happen to the position of the player or it wont initialise etc...
Also, because of event_impact, any object impacting will cause an empty pointer "Empty pointer in create_crate: vec_set(hit_coords,pocket.pos)"
I can get rid of the empty pointer by placing an if statement for the
existence or the projectile but any impact will cause a deformation to occur.
Have tried event_detect but no workable solutions yet.

Last edited by Nemisis; 06/22/05 06:14.
Re: Aum48 [Re: Nems] #47143
06/22/05 06:46
06/22/05 06:46
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Posts: 2,011
Bucharest, Romania
George Offline OP

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Hi Nemisis,

The problems that you are experiencing look like a minor bug in your code; the code from Aum8 should work ok for any terrain. Well, I was planning to write an article that deals with terrain deformation in the near future so now I've got another reason to do that.

I'll see you.
George.

Re: Aum48 [Re: Nems] #47144
06/22/05 07:16
06/22/05 07:16
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nemisis 2 things im not sure if your checking or not but will have impact on mesh deformation.

be sure the terrain has the 'high pressision' checked in med on your terrain ( it should by defualt)

also right after you deform the mesh, you need to run
ent_fixnormals(entity,frame) on the mesh for properly collision after the deformation. it's a slow instruction because ti has to run through every polyface of the mesh and recaclualte the nomrals. so you need to give it a couple frames to make sure it's been completed

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